S. Korea gaming industry once suffered a lot from piracy in 90s. This was a main driver of their rapid transition toward online gaming. In fact, one of the earliest graphical MMORPG was invented by Nexon (a year before UO). Coincidentally, Nexon is also the inventor of loot box which becomes their dominant business model. And I think not many people prefer this over old fashioned game packages.
So yeah, piracy could corner industry to "innovate" their product and business model in order to survive. But it's not guaranteed to be in a societally beneficial way.